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AnimationPlayer

Struct AnimationPlayer 

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pub struct AnimationPlayer { /* private fields */ }
Expand description

A component that manages animation playback state for a skinned entity.

Attach alongside a [Handle<SkinnedMesh>]. The engine advances time each tick via advance. Call play / crossfade to control playback. Obtain skinning matrices via compute_matrices from your own skinning system, or add CpuSkinningPlugin to have the engine do it automatically.

Cloning shares the skeleton and clip data (via Arc) but resets per-entity playback state — useful for spawning many entities from the same loaded skeleton.

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impl AnimationPlayer

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pub fn play(&mut self, name: &str)

Switch immediately to name, restarting from the beginning. Use for hard cuts (hit reactions, death). Warns if name wasn’t loaded.

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pub fn play_once(&mut self, name: &str)

Play name once to completion without looping, then hold the last frame. Warns if name wasn’t loaded.

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pub fn crossfade(&mut self, name: &str, duration: f32)

Blend from the current clip to name over duration seconds. Use for smooth transitions (walk → run). Warns if name wasn’t loaded.

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pub fn pause(&mut self)

Stop advancing time (speed → 0).

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pub fn resume(&mut self)

Resume normal playback (speed → 1).

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pub fn set_speed(&mut self, speed: f32)

Set the playback speed multiplier. 1.0 = normal, 2.0 = double, negative values play in reverse.

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pub fn set_time(&mut self, time: f32)

Jump to a specific time within the current clip.

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pub fn time(&self) -> f32

Current playback position in seconds.

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pub fn speed(&self) -> f32

Current playback speed multiplier.

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pub fn joint_count(&self) -> usize

Number of joints in this player’s skeleton.

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pub fn skeleton(&self) -> &Skeleton

The skeleton this player drives.

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pub fn current_clip(&self) -> Option<&AnimationClip>

The currently active clip, if any.

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pub fn clip_names(&self) -> impl Iterator<Item = &str>

Returns an iterator over the names of all loaded animation clips, in an unspecified order.

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pub fn advance(&mut self, dt: f32)

Advance time by dt seconds, handling looping and any active crossfade. Called by advance_animations — call it yourself only if you skip CpuSkinningPlugin.

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pub fn compute_pose(&self) -> Pose

Sample the current animation (including any active crossfade) into a Pose. Use as the IK entry point — modify joints via set_world_rotation / set_world_position, then call skinning_matrices. Returns the bind pose if no clip is playing.

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pub fn set_matrices(&mut self, matrices: Vec<Mat4>)

Override the matrices that compute_matrices returns. Use after modifying a Pose for IK or procedural animation:

let mut pose = player.compute_pose();
pose.set_world_rotation(foot, target_rot);
player.set_matrices(pose.skinning_matrices());

The override persists until clear_matrices is called, so call this every frame while the override is active.

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pub fn clear_matrices(&mut self)

Remove the matrix override — compute_matrices returns to sampling the current animation clip.

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pub fn compute_matrices(&self) -> Vec<Mat4>

Sample the current animation (including any active crossfade) and return one skinning matrix per joint, ready to upload. Returns the matrix override if one is set via set_matrices, or identity matrices if no clip is playing.

Trait Implementations§

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impl Clone for AnimationPlayer

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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